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Comparing deliantra/server/common/object.C (file contents):
Revision 1.54 by root, Fri Nov 17 19:40:53 2006 UTC vs.
Revision 1.91 by elmex, Tue Dec 26 10:51:52 2006 UTC

29#include <sys/types.h> 29#include <sys/types.h>
30#include <sys/uio.h> 30#include <sys/uio.h>
31#include <object.h> 31#include <object.h>
32#include <funcpoint.h> 32#include <funcpoint.h>
33#include <loader.h> 33#include <loader.h>
34
35#include <bitset>
34 36
35int nrofallocobjects = 0; 37int nrofallocobjects = 0;
36static UUID uuid; 38static UUID uuid;
37const uint64 UUID_SKIP = 1<<19; 39const uint64 UUID_SKIP = 1<<19;
38 40
104 _exit (1); 106 _exit (1);
105 } 107 }
106 108
107 uuid.seq = uid; 109 uuid.seq = uid;
108 write_uuid (); 110 write_uuid ();
109 LOG (llevDebug, "read UID: %lld\n", uid); 111 LOG (llevDebug, "read UID: %" PRId64 "\n", uid);
110 fclose (fp); 112 fclose (fp);
111} 113}
112 114
113UUID 115UUID
114gen_uuid () 116gen_uuid ()
139 * objects with lists are rare, and lists stay short. If not, use a 141 * objects with lists are rare, and lists stay short. If not, use a
140 * different structure or at least keep the lists sorted... 142 * different structure or at least keep the lists sorted...
141 */ 143 */
142 144
143 /* For each field in wants, */ 145 /* For each field in wants, */
144 for (wants_field = wants->key_values; wants_field != NULL; wants_field = wants_field->next) 146 for (wants_field = wants->key_values; wants_field; wants_field = wants_field->next)
145 { 147 {
146 key_value *has_field; 148 key_value *has_field;
147 149
148 /* Look for a field in has with the same key. */ 150 /* Look for a field in has with the same key. */
149 has_field = get_ob_key_link (has, wants_field->key); 151 has_field = get_ob_key_link (has, wants_field->key);
183 * 185 *
184 * Note that this function appears a lot longer than the macro it 186 * Note that this function appears a lot longer than the macro it
185 * replaces - this is mostly for clarity - a decent compiler should hopefully 187 * replaces - this is mostly for clarity - a decent compiler should hopefully
186 * reduce this to the same efficiency. 188 * reduce this to the same efficiency.
187 * 189 *
188 * Check nrof variable *before* calling CAN_MERGE() 190 * Check nrof variable *before* calling can_merge()
189 * 191 *
190 * Improvements made with merge: Better checking on potion, and also 192 * Improvements made with merge: Better checking on potion, and also
191 * check weight 193 * check weight
192 */ 194 */
193 195
194bool object::can_merge (object *ob1, object *ob2) 196bool object::can_merge_slow (object *ob1, object *ob2)
195{ 197{
196 /* A couple quicksanity checks */ 198 /* A couple quicksanity checks */
197 if ((ob1 == ob2) || (ob1->type != ob2->type)) 199 if (ob1 == ob2
200 || ob1->type != ob2->type
201 || ob1->speed != ob2->speed
202 || ob1->value != ob2->value
203 || ob1->name != ob2->name)
198 return 0; 204 return 0;
199 205
200 if (ob1->speed != ob2->speed) 206 //TODO: this ain't working well, use nicer and correct overflow check
201 return 0;
202
203 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that 207 /* Do not merge objects if nrof would overflow. We use 1UL<<31 since that
204 * value could not be stored in a sint32 (which unfortunately sometimes is 208 * value could not be stored in a sint32 (which unfortunately sometimes is
205 * used to store nrof). 209 * used to store nrof).
206 */ 210 */
207 if (ob1->nrof + ob2->nrof >= 1UL << 31) 211 if (ob1->nrof + ob2->nrof >= 1UL << 31)
217 SET_FLAG (ob1, FLAG_BEEN_APPLIED); 221 SET_FLAG (ob1, FLAG_BEEN_APPLIED);
218 222
219 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED)) 223 if (QUERY_FLAG (ob2, FLAG_IDENTIFIED))
220 SET_FLAG (ob2, FLAG_BEEN_APPLIED); 224 SET_FLAG (ob2, FLAG_BEEN_APPLIED);
221 225
222 226 if ((ob1->flag ^ ob2->flag).reset (FLAG_INV_LOCKED).reset (FLAG_CLIENT_SENT).any ()
223 /* the 0x400000 on flags2 is FLAG_INV_LOCK. I don't think something 227 || ob1->arch != ob2->arch
224 * being locked in inventory should prevent merging.
225 * 0x4 in flags3 is CLIENT_SENT
226 */
227 if ((ob1->arch != ob2->arch) ||
228 (ob1->flags[0] != ob2->flags[0]) ||
229 (ob1->flags[1] != ob2->flags[1]) ||
230 ((ob1->flags[2] & ~0x400000) != (ob2->flags[2] & ~0x400000)) ||
231 ((ob1->flags[3] & ~0x4) != (ob2->flags[3] & ~0x4)) ||
232 (ob1->name != ob2->name) || 228 || ob1->name != ob2->name
233 (ob1->title != ob2->title) || 229 || ob1->title != ob2->title
234 (ob1->msg != ob2->msg) || 230 || ob1->msg != ob2->msg
235 (ob1->weight != ob2->weight) || 231 || ob1->weight != ob2->weight
236 (memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist)) != 0) || 232 || memcmp (&ob1->resist, &ob2->resist, sizeof (ob1->resist))
237 (memcmp (&ob1->stats, &ob2->stats, sizeof (ob1->stats)) != 0) || 233 || memcmp (&ob1->stats , &ob2->stats , sizeof (ob1->stats) )
238 (ob1->attacktype != ob2->attacktype) || 234 || ob1->attacktype != ob2->attacktype
239 (ob1->magic != ob2->magic) || 235 || ob1->magic != ob2->magic
240 (ob1->slaying != ob2->slaying) || 236 || ob1->slaying != ob2->slaying
241 (ob1->skill != ob2->skill) || 237 || ob1->skill != ob2->skill
242 (ob1->value != ob2->value) || 238 || ob1->value != ob2->value
243 (ob1->animation_id != ob2->animation_id) || 239 || ob1->animation_id != ob2->animation_id
244 (ob1->client_type != ob2->client_type) || 240 || ob1->client_type != ob2->client_type
245 (ob1->materialname != ob2->materialname) || 241 || ob1->materialname != ob2->materialname
246 (ob1->lore != ob2->lore) || 242 || ob1->lore != ob2->lore
247 (ob1->subtype != ob2->subtype) || 243 || ob1->subtype != ob2->subtype
248 (ob1->move_type != ob2->move_type) || 244 || ob1->move_type != ob2->move_type
249 (ob1->move_block != ob2->move_block) || 245 || ob1->move_block != ob2->move_block
250 (ob1->move_allow != ob2->move_allow) || 246 || ob1->move_allow != ob2->move_allow
251 (ob1->move_on != ob2->move_on) || 247 || ob1->move_on != ob2->move_on
252 (ob1->move_off != ob2->move_off) || (ob1->move_slow != ob2->move_slow) || (ob1->move_slow_penalty != ob2->move_slow_penalty)) 248 || ob1->move_off != ob2->move_off
249 || ob1->move_slow != ob2->move_slow
250 || ob1->move_slow_penalty != ob2->move_slow_penalty)
253 return 0; 251 return 0;
254 252
255 /* This is really a spellbook check - really, we should 253 /* This is really a spellbook check - really, we should
256 * check all objects in the inventory. 254 * check all objects in the inventory.
257 */ 255 */
260 /* if one object has inventory but the other doesn't, not equiv */ 258 /* if one object has inventory but the other doesn't, not equiv */
261 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv)) 259 if ((ob1->inv && !ob2->inv) || (ob2->inv && !ob1->inv))
262 return 0; 260 return 0;
263 261
264 /* Now check to see if the two inventory objects could merge */ 262 /* Now check to see if the two inventory objects could merge */
265 if (!CAN_MERGE (ob1->inv, ob2->inv)) 263 if (!object::can_merge (ob1->inv, ob2->inv))
266 return 0; 264 return 0;
267 265
268 /* inventory ok - still need to check rest of this object to see 266 /* inventory ok - still need to check rest of this object to see
269 * if it is valid. 267 * if it is valid.
270 */ 268 */
354 op = op->env; 352 op = op->env;
355 return op; 353 return op;
356} 354}
357 355
358/* 356/*
359 * Eneq(@csd.uu.se): Since we can have items buried in a character we need
360 * a better check. We basically keeping traversing up until we can't
361 * or find a player.
362 */
363
364object *
365is_player_inv (object *op)
366{
367 for (; op != NULL && op->type != PLAYER; op = op->env)
368 if (op->env == op)
369 op->env = NULL;
370 return op;
371}
372
373/*
374 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump. 357 * Used by: Crossedit: dump. Server DM commands: dumpbelow, dump.
375 * Some error messages. 358 * Some error messages.
376 * The result of the dump is stored in the static global errmsg array. 359 * The result of the dump is stored in the static global errmsg array.
377 */ 360 */
378 361
381{ 364{
382 if (!op) 365 if (!op)
383 return strdup ("[NULLOBJ]"); 366 return strdup ("[NULLOBJ]");
384 367
385 object_freezer freezer; 368 object_freezer freezer;
386 save_object (freezer, op, 3); 369 save_object (freezer, op, 1);
387 return freezer.as_string (); 370 return freezer.as_string ();
388} 371}
389 372
390/* 373/*
391 * get_nearest_part(multi-object, object 2) returns the part of the 374 * get_nearest_part(multi-object, object 2) returns the part of the
484 } 467 }
485 468
486 op->key_values = 0; 469 op->key_values = 0;
487} 470}
488 471
489void object::clear ()
490{
491 attachable_base::clear ();
492
493 free_key_values (this);
494
495 owner = 0;
496 name = 0;
497 name_pl = 0;
498 title = 0;
499 race = 0;
500 slaying = 0;
501 skill = 0;
502 msg = 0;
503 lore = 0;
504 custom_name = 0;
505 materialname = 0;
506 contr = 0;
507 below = 0;
508 above = 0;
509 inv = 0;
510 container = 0;
511 env = 0;
512 more = 0;
513 head = 0;
514 map = 0;
515 active_next = 0;
516 active_prev = 0;
517
518 memset (static_cast<object_pod *>(this), 0, sizeof (object_pod));
519
520 SET_FLAG (this, FLAG_REMOVED);
521
522 /* What is not cleared is next, prev, and count */
523
524 expmul = 1.0;
525 face = blank_face;
526
527 if (settings.casting_time)
528 casting_time = -1;
529}
530
531void object::clone (object *destination)
532{
533 *(object_copy *)destination = *this;
534 *(object_pod *)destination = *this;
535
536 if (self || cb)
537 INVOKE_OBJECT (CLONE, this, ARG_OBJECT (destination));
538}
539
540/* 472/*
541 * copy object first frees everything allocated by the second object, 473 * copy_to first frees everything allocated by the dst object,
542 * and then copies the contends of the first object into the second 474 * and then copies the contents of itself into the second
543 * object, allocating what needs to be allocated. Basically, any 475 * object, allocating what needs to be allocated. Basically, any
544 * data that is malloc'd needs to be re-malloc/copied. Otherwise, 476 * data that is malloc'd needs to be re-malloc/copied. Otherwise,
545 * if the first object is freed, the pointers in the new object 477 * if the first object is freed, the pointers in the new object
546 * will point at garbage. 478 * will point at garbage.
547 */ 479 */
548void 480void
549copy_object (object *op2, object *op) 481object::copy_to (object *dst)
550{ 482{
551 bool is_freed = QUERY_FLAG (op, FLAG_FREED); 483 bool is_freed = QUERY_FLAG (dst, FLAG_FREED);
552 bool is_removed = QUERY_FLAG (op, FLAG_REMOVED); 484 bool is_removed = QUERY_FLAG (dst, FLAG_REMOVED);
553 485
554 op2->clone (op); 486 *(object_copy *)dst = *this;
555 487
556 if (is_freed) 488 if (is_freed)
557 SET_FLAG (op, FLAG_FREED); 489 SET_FLAG (dst, FLAG_FREED);
490
558 if (is_removed) 491 if (is_removed)
559 SET_FLAG (op, FLAG_REMOVED); 492 SET_FLAG (dst, FLAG_REMOVED);
560 493
561 if (op2->speed < 0) 494 if (speed < 0)
562 op->speed_left = op2->speed_left - RANDOM () % 200 / 100.0; 495 dst->speed_left = speed_left - RANDOM () % 200 / 100.0;
563 496
564 /* Copy over key_values, if any. */ 497 /* Copy over key_values, if any. */
565 if (op2->key_values) 498 if (key_values)
566 { 499 {
567 key_value *tail = 0; 500 key_value *tail = 0;
568 key_value *i; 501 key_value *i;
569 502
570 op->key_values = 0; 503 dst->key_values = 0;
571 504
572 for (i = op2->key_values; i; i = i->next) 505 for (i = key_values; i; i = i->next)
573 { 506 {
574 key_value *new_link = new key_value; 507 key_value *new_link = new key_value;
575 508
576 new_link->next = 0; 509 new_link->next = 0;
577 new_link->key = i->key; 510 new_link->key = i->key;
578 new_link->value = i->value; 511 new_link->value = i->value;
579 512
580 /* Try and be clever here, too. */ 513 /* Try and be clever here, too. */
581 if (!op->key_values) 514 if (!dst->key_values)
582 { 515 {
583 op->key_values = new_link; 516 dst->key_values = new_link;
584 tail = new_link; 517 tail = new_link;
585 } 518 }
586 else 519 else
587 { 520 {
588 tail->next = new_link; 521 tail->next = new_link;
589 tail = new_link; 522 tail = new_link;
590 } 523 }
591 } 524 }
592 } 525 }
593 526
594 update_ob_speed (op); 527 dst->set_speed (dst->speed);
528}
529
530object *
531object::clone ()
532{
533 object *neu = create ();
534 copy_to (neu);
535 return neu;
595} 536}
596 537
597/* 538/*
598 * If an object with the IS_TURNABLE() flag needs to be turned due 539 * If an object with the IS_TURNABLE() flag needs to be turned due
599 * to the closest player being on the other side, this function can 540 * to the closest player being on the other side, this function can
613 * Updates the speed of an object. If the speed changes from 0 to another 554 * Updates the speed of an object. If the speed changes from 0 to another
614 * value, or vice versa, then add/remove the object from the active list. 555 * value, or vice versa, then add/remove the object from the active list.
615 * This function needs to be called whenever the speed of an object changes. 556 * This function needs to be called whenever the speed of an object changes.
616 */ 557 */
617void 558void
618update_ob_speed (object *op) 559object::set_speed (float speed)
619{ 560{
620 extern int arch_init; 561 extern int arch_init;
621 562
622 /* No reason putting the archetypes objects on the speed list, 563 /* No reason putting the archetypes objects on the speed list,
623 * since they never really need to be updated. 564 * since they never really need to be updated.
624 */ 565 */
625 566 if (flag [FLAG_FREED] && speed)
626 if (QUERY_FLAG (op, FLAG_FREED) && op->speed)
627 { 567 {
628 LOG (llevError, "Object %s is freed but has speed.\n", &op->name); 568 LOG (llevError, "Object %s is freed but has speed.\n", &name);
629#ifdef MANY_CORES
630 abort ();
631#else
632 op->speed = 0; 569 speed = 0;
633#endif
634 } 570 }
571
572 this->speed = speed;
635 573
636 if (arch_init) 574 if (arch_init)
637 return; 575 return;
638 576
639 if (FABS (op->speed) > MIN_ACTIVE_SPEED) 577 if (FABS (speed) > MIN_ACTIVE_SPEED)
640 { 578 {
641 /* If already on active list, don't do anything */ 579 /* If already on active list, don't do anything */
642 if (op->active_next || op->active_prev || op == active_objects) 580 if (active_next || active_prev || this == active_objects)
643 return; 581 return;
644 582
645 /* process_events() expects us to insert the object at the beginning 583 /* process_events() expects us to insert the object at the beginning
646 * of the list. */ 584 * of the list. */
647 op->active_next = active_objects; 585 active_next = active_objects;
648 586
649 if (op->active_next != NULL) 587 if (active_next)
650 op->active_next->active_prev = op; 588 active_next->active_prev = this;
651 589
652 active_objects = op; 590 active_objects = this;
653 } 591 }
654 else 592 else
655 { 593 {
656 /* If not on the active list, nothing needs to be done */ 594 /* If not on the active list, nothing needs to be done */
657 if (!op->active_next && !op->active_prev && op != active_objects) 595 if (!active_next && !active_prev && this != active_objects)
658 return; 596 return;
659 597
660 if (op->active_prev == NULL) 598 if (!active_prev)
661 { 599 {
662 active_objects = op->active_next; 600 active_objects = active_next;
663 601
664 if (op->active_next != NULL) 602 if (active_next)
665 op->active_next->active_prev = NULL; 603 active_next->active_prev = 0;
666 } 604 }
667 else 605 else
668 { 606 {
669 op->active_prev->active_next = op->active_next; 607 active_prev->active_next = active_next;
670 608
671 if (op->active_next) 609 if (active_next)
672 op->active_next->active_prev = op->active_prev; 610 active_next->active_prev = active_prev;
673 } 611 }
674 612
675 op->active_next = NULL; 613 active_next = 0;
676 op->active_prev = NULL; 614 active_prev = 0;
677 } 615 }
678} 616}
679 617
680/* This function removes object 'op' from the list of active 618/* This function removes object 'op' from the list of active
681 * objects. 619 * objects.
707 op->active_next = NULL; 645 op->active_next = NULL;
708 op->active_prev = NULL; 646 op->active_prev = NULL;
709} 647}
710 648
711/* 649/*
712 * update_object() updates the array which represents the map. 650 * update_object() updates the the map.
713 * It takes into account invisible objects (and represent squares covered 651 * It takes into account invisible objects (and represent squares covered
714 * by invisible objects by whatever is below them (unless it's another 652 * by invisible objects by whatever is below them (unless it's another
715 * invisible object, etc...) 653 * invisible object, etc...)
716 * If the object being updated is beneath a player, the look-window 654 * If the object being updated is beneath a player, the look-window
717 * of that player is updated (this might be a suboptimal way of 655 * of that player is updated (this might be a suboptimal way of
718 * updating that window, though, since update_object() is called _often_) 656 * updating that window, though, since update_object() is called _often_)
719 * 657 *
720 * action is a hint of what the caller believes need to be done. 658 * action is a hint of what the caller believes need to be done.
721 * For example, if the only thing that has changed is the face (due to
722 * an animation), we don't need to call update_position until that actually
723 * comes into view of a player. OTOH, many other things, like addition/removal
724 * of walls or living creatures may need us to update the flags now.
725 * current action are: 659 * current action are:
726 * UP_OBJ_INSERT: op was inserted 660 * UP_OBJ_INSERT: op was inserted
727 * UP_OBJ_REMOVE: op was removed 661 * UP_OBJ_REMOVE: op was removed
728 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update 662 * UP_OBJ_CHANGE: object has somehow changed. In this case, we always update
729 * as that is easier than trying to look at what may have changed. 663 * as that is easier than trying to look at what may have changed.
730 * UP_OBJ_FACE: only the objects face has changed. 664 * UP_OBJ_FACE: only the objects face has changed.
731 */ 665 */
732
733void 666void
734update_object (object *op, int action) 667update_object (object *op, int action)
735{ 668{
736 int update_now = 0, flags;
737 MoveType move_on, move_off, move_block, move_slow; 669 MoveType move_on, move_off, move_block, move_slow;
738 670
739 if (op == NULL) 671 if (op == NULL)
740 { 672 {
741 /* this should never happen */ 673 /* this should never happen */
742 LOG (llevDebug, "update_object() called for NULL object.\n"); 674 LOG (llevDebug, "update_object() called for NULL object.\n");
743 return; 675 return;
744 } 676 }
745 677
746 if (op->env != NULL) 678 if (op->env)
747 { 679 {
748 /* Animation is currently handled by client, so nothing 680 /* Animation is currently handled by client, so nothing
749 * to do in this case. 681 * to do in this case.
750 */ 682 */
751 return; 683 return;
756 */ 688 */
757 if (!op->map || op->map->in_memory == MAP_SAVING) 689 if (!op->map || op->map->in_memory == MAP_SAVING)
758 return; 690 return;
759 691
760 /* make sure the object is within map boundaries */ 692 /* make sure the object is within map boundaries */
761 if (op->x < 0 || op->x >= MAP_WIDTH (op->map) || op->y < 0 || op->y >= MAP_HEIGHT (op->map)) 693 if (op->x < 0 || op->x >= op->map->width || op->y < 0 || op->y >= op->map->height)
762 { 694 {
763 LOG (llevError, "update_object() called for object out of map!\n"); 695 LOG (llevError, "update_object() called for object out of map!\n");
764#ifdef MANY_CORES 696#ifdef MANY_CORES
765 abort (); 697 abort ();
766#endif 698#endif
767 return; 699 return;
768 } 700 }
769 701
770 flags = GET_MAP_FLAGS (op->map, op->x, op->y); 702 mapspace &m = op->ms ();
771 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NEED_UPDATE);
772 move_slow = GET_MAP_MOVE_SLOW (op->map, op->x, op->y);
773 move_on = GET_MAP_MOVE_ON (op->map, op->x, op->y);
774 move_block = GET_MAP_MOVE_BLOCK (op->map, op->x, op->y);
775 move_off = GET_MAP_MOVE_OFF (op->map, op->x, op->y);
776 703
704 if (m.flags_ & P_NEED_UPDATE)
705 /* nop */;
777 if (action == UP_OBJ_INSERT) 706 else if (action == UP_OBJ_INSERT)
778 { 707 {
708 // this is likely overkill, TODO: revisit (schmorp)
779 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(flags & P_BLOCKSVIEW)) 709 if ((QUERY_FLAG (op, FLAG_BLOCKSVIEW) && !(m.flags_ & P_BLOCKSVIEW))
780 update_now = 1;
781
782 if (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(flags & P_NO_MAGIC)) 710 || (QUERY_FLAG (op, FLAG_NO_MAGIC) && !(m.flags_ & P_NO_MAGIC))
783 update_now = 1; 711 || (op->type == PLAYER && !(m.flags_ & P_PLAYER))
784 712 || (op->type == SAFE_GROUND && !(m.flags_ & P_SAFE))
713 || (QUERY_FLAG (op, FLAG_ALIVE) && !(m.flags_ & P_IS_ALIVE))
785 if (QUERY_FLAG (op, FLAG_DAMNED) && !(flags & P_NO_CLERIC)) 714 || (QUERY_FLAG (op, FLAG_DAMNED) && !(m.flags_ & P_NO_CLERIC))
786 update_now = 1;
787
788 if (QUERY_FLAG (op, FLAG_ALIVE) && !(flags & P_IS_ALIVE))
789 update_now = 1;
790
791 if (op->type == SAFE_GROUND && !(flags & P_SAFE))
792 update_now = 1;
793
794 if ((move_on | op->move_on) != move_on) 715 || (m.move_on | op->move_on ) != m.move_on
795 update_now = 1;
796
797 if ((move_off | op->move_off) != move_off) 716 || (m.move_off | op->move_off ) != m.move_off
798 update_now = 1; 717 || (m.move_slow | op->move_slow) != m.move_slow
799
800 /* This isn't perfect, but I don't expect a lot of objects to 718 /* This isn't perfect, but I don't expect a lot of objects to
801 * to have move_allow right now. 719 * to have move_allow right now.
802 */ 720 */
803 if (((move_block | op->move_block) & ~op->move_allow) != move_block) 721 || ((m.move_block | op->move_block) & ~op->move_allow) != m.move_block
804 update_now = 1; 722 || 1) // the above is not strong enough a test to skip updating. los maybe? TODO (Schmorp)
805 723 m.flags_ = P_NEED_UPDATE;
806 if ((move_slow | op->move_slow) != move_slow)
807 update_now = 1;
808 } 724 }
809 /* if the object is being removed, we can't make intelligent 725 /* if the object is being removed, we can't make intelligent
810 * decisions, because remove_ob can't really pass the object 726 * decisions, because remove_ob can't really pass the object
811 * that is being removed. 727 * that is being removed.
812 */ 728 */
813 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE) 729 else if (action == UP_OBJ_CHANGE || action == UP_OBJ_REMOVE)
814 update_now = 1; 730 m.flags_ = P_NEED_UPDATE;
815 else if (action == UP_OBJ_FACE) 731 else if (action == UP_OBJ_FACE)
816 /* Nothing to do for that case */ ; 732 /* Nothing to do for that case */ ;
817 else 733 else
818 LOG (llevError, "update_object called with invalid action: %d\n", action); 734 LOG (llevError, "update_object called with invalid action: %d\n", action);
819 735
820 if (update_now)
821 {
822 SET_MAP_FLAGS (op->map, op->x, op->y, flags | P_NO_ERROR | P_NEED_UPDATE);
823 update_position (op->map, op->x, op->y);
824 }
825
826 if (op->more != NULL) 736 if (op->more)
827 update_object (op->more, action); 737 update_object (op->more, action);
828} 738}
829 739
830object::vector object::mortals;
831object::vector object::objects; // not yet used 740object::vector object::objects; // not yet used
832object *object::first; 741object *object::first;
833
834void object::free_mortals ()
835{
836 for (AUTODECL (i, mortals.begin ()); i != mortals.end ();)
837 if ((*i)->refcnt)
838 ++i; // further delay freeing
839 else
840 {
841 delete *i;
842 mortals.erase (i);
843 }
844
845 static int lastmortals = 0;//D
846
847 if (mortals.size() != lastmortals && lastmortals > 100)//D
848 {
849 lastmortals = mortals.size ();//D
850 LOG (llevDebug, "%d objects in mortal queue\n", lastmortals);//D
851 }
852}
853 742
854object::object () 743object::object ()
855{ 744{
856 SET_FLAG (this, FLAG_REMOVED); 745 SET_FLAG (this, FLAG_REMOVED);
857 746
889 778
890 prev = 0; 779 prev = 0;
891 next = 0; 780 next = 0;
892} 781}
893 782
783/*
784 * Remove and free all objects in the inventory of the given object.
785 * object.c ?
786 */
787void
788object::destroy_inv (bool drop_to_ground)
789{
790 /* Only if the space blocks everything do we not process -
791 * if some form of movement is allowed, let objects
792 * drop on that space.
793 */
794 if (!drop_to_ground || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
795 {
796 while (inv)
797 inv->destroy ();
798 }
799 else
800 { /* Put objects in inventory onto this space */
801 while (inv)
802 {
803 object *op = inv;
804
805 if (op->flag [FLAG_STARTEQUIP]
806 || op->flag [FLAG_NO_DROP]
807 || op->type == RUNE
808 || op->type == TRAP
809 || op->flag [FLAG_IS_A_TEMPLATE])
810 op->destroy ();
811 else
812 {
813 op->remove ();
814 op->x = x;
815 op->y = y;
816 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
817 }
818 }
819 }
820}
821
894object *object::create () 822object *object::create ()
895{ 823{
896 object *op = new object; 824 object *op = new object;
897 op->link (); 825 op->link ();
898 return op; 826 return op;
899} 827}
900 828
901/* 829void
902 * free_object() frees everything allocated by an object, removes 830object::do_destroy ()
903 * it from the list of used objects, and puts it on the list of
904 * free objects. The IS_FREED() flag is set in the object.
905 * The object must have been removed by remove_ob() first for
906 * this function to succeed.
907 *
908 * If destroy_inventory is set, free inventory as well. Else drop items in
909 * inventory to the ground.
910 */
911void object::destroy (bool destroy_inventory)
912{ 831{
913 if (QUERY_FLAG (this, FLAG_FREED)) 832 if (flag [FLAG_IS_LINKED])
833 remove_button_link (this);
834
835 if (flag [FLAG_FRIENDLY])
836 remove_friendly_object (this);
837
838 if (!flag [FLAG_REMOVED])
839 remove ();
840
841 if (flag [FLAG_FREED])
914 return; 842 return;
915 843
916 if (QUERY_FLAG (this, FLAG_FRIENDLY)) 844 flag [FLAG_FREED] = 1;
917 remove_friendly_object (this);
918 845
919 if (!QUERY_FLAG (this, FLAG_REMOVED)) 846 attachable::do_destroy ();
920 remove_ob (this);
921 847
922 SET_FLAG (this, FLAG_FREED); 848 destroy_inv (true);
849 set_speed (0);
850 unlink ();
851
852 // hack to ensure that freed objects still have a valid map
853 {
854 static maptile *freed_map; // freed objects are moved here to avoid crashes
855
856 if (!freed_map)
857 {
858 freed_map = new maptile;
859
860 freed_map->name = "/internal/freed_objects_map";
861 freed_map->width = 3;
862 freed_map->height = 3;
863
864 freed_map->allocate ();
865 }
866
867 map = freed_map;
868 x = 1;
869 y = 1;
870 }
871
872 head = 0;
923 873
924 if (more) 874 if (more)
925 { 875 {
926 more->destroy (destroy_inventory); 876 more->destroy ();
927 more = 0; 877 more = 0;
928 }
929
930 if (inv)
931 {
932 /* Only if the space blocks everything do we not process -
933 * if some form of movement is allowed, let objects
934 * drop on that space.
935 */
936 if (destroy_inventory || !map || map->in_memory != MAP_IN_MEMORY || GET_MAP_MOVE_BLOCK (map, x, y) == MOVE_ALL)
937 {
938 object *op = inv;
939
940 while (op)
941 {
942 object *tmp = op->below;
943 op->destroy (destroy_inventory);
944 op = tmp;
945 }
946 }
947 else
948 { /* Put objects in inventory onto this space */
949 object *op = inv;
950
951 while (op)
952 {
953 object *tmp = op->below;
954
955 remove_ob (op);
956
957 if (QUERY_FLAG (op, FLAG_STARTEQUIP)
958 || QUERY_FLAG (op, FLAG_NO_DROP) || op->type == RUNE || op->type == TRAP || QUERY_FLAG (op, FLAG_IS_A_TEMPLATE))
959 free_object (op);
960 else
961 {
962 op->x = x;
963 op->y = y;
964 insert_ob_in_map (op, map, 0, 0); /* Insert in same map as the envir */
965 }
966
967 op = tmp;
968 }
969 }
970 } 878 }
971 879
972 // clear those pointers that likely might have circular references to us 880 // clear those pointers that likely might have circular references to us
973 owner = 0; 881 owner = 0;
974 enemy = 0; 882 enemy = 0;
975 attacked_by = 0; 883 attacked_by = 0;
976 884
977 // only relevant for players(?), but make sure of it anyways 885 // only relevant for players(?), but make sure of it anyways
978 contr = 0; 886 contr = 0;
887}
979 888
980 /* Remove object from the active list */ 889void
981 speed = 0; 890object::destroy (bool destroy_inventory)
982 update_ob_speed (this); 891{
892 if (destroyed ())
893 return;
983 894
984 unlink (); 895 if (destroy_inventory)
896 destroy_inv (false);
985 897
986 mortals.push_back (this); 898 attachable::destroy ();
987} 899}
988 900
989/* 901/*
990 * sub_weight() recursively (outwards) subtracts a number from the 902 * sub_weight() recursively (outwards) subtracts a number from the
991 * weight of an object (and what is carried by it's environment(s)). 903 * weight of an object (and what is carried by it's environment(s)).
992 */ 904 */
993
994void 905void
995sub_weight (object *op, signed long weight) 906sub_weight (object *op, signed long weight)
996{ 907{
997 while (op != NULL) 908 while (op != NULL)
998 { 909 {
1002 op->carrying -= weight; 913 op->carrying -= weight;
1003 op = op->env; 914 op = op->env;
1004 } 915 }
1005} 916}
1006 917
1007/* remove_ob(op): 918/* op->remove ():
1008 * This function removes the object op from the linked list of objects 919 * This function removes the object op from the linked list of objects
1009 * which it is currently tied to. When this function is done, the 920 * which it is currently tied to. When this function is done, the
1010 * object will have no environment. If the object previously had an 921 * object will have no environment. If the object previously had an
1011 * environment, the x and y coordinates will be updated to 922 * environment, the x and y coordinates will be updated to
1012 * the previous environment. 923 * the previous environment.
1013 * Beware: This function is called from the editor as well! 924 * Beware: This function is called from the editor as well!
1014 */ 925 */
1015
1016void 926void
1017remove_ob (object *op) 927object::remove ()
1018{ 928{
1019 object *tmp, *last = 0; 929 object *tmp, *last = 0;
1020 object *otmp; 930 object *otmp;
1021 931
1022 int check_walk_off;
1023 maptile *m;
1024
1025 sint16 x, y;
1026
1027 if (QUERY_FLAG (op, FLAG_REMOVED)) 932 if (QUERY_FLAG (this, FLAG_REMOVED))
1028 return; 933 return;
1029 934
1030 SET_FLAG (op, FLAG_REMOVED); 935 SET_FLAG (this, FLAG_REMOVED);
936 INVOKE_OBJECT (REMOVE, this);
1031 937
1032 if (op->more != NULL) 938 if (more)
1033 remove_ob (op->more); 939 more->remove ();
1034 940
1035 /* 941 /*
1036 * In this case, the object to be removed is in someones 942 * In this case, the object to be removed is in someones
1037 * inventory. 943 * inventory.
1038 */ 944 */
1039 if (op->env != NULL) 945 if (env)
1040 { 946 {
1041 if (op->nrof) 947 if (nrof)
1042 sub_weight (op->env, op->weight * op->nrof); 948 sub_weight (env, weight * nrof);
1043 else 949 else
1044 sub_weight (op->env, op->weight + op->carrying); 950 sub_weight (env, weight + carrying);
1045 951
1046 /* NO_FIX_PLAYER is set when a great many changes are being 952 /* NO_FIX_PLAYER is set when a great many changes are being
1047 * made to players inventory. If set, avoiding the call 953 * made to players inventory. If set, avoiding the call
1048 * to save cpu time. 954 * to save cpu time.
1049 */ 955 */
1050 if ((otmp = is_player_inv (op->env)) != NULL && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 956 if ((otmp = in_player ()) && otmp->contr && !QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1051 fix_player (otmp); 957 otmp->update_stats ();
1052 958
1053 if (op->above != NULL) 959 if (above != NULL)
1054 op->above->below = op->below; 960 above->below = below;
1055 else 961 else
1056 op->env->inv = op->below; 962 env->inv = below;
1057 963
1058 if (op->below != NULL) 964 if (below != NULL)
1059 op->below->above = op->above; 965 below->above = above;
1060 966
1061 /* we set up values so that it could be inserted into 967 /* we set up values so that it could be inserted into
1062 * the map, but we don't actually do that - it is up 968 * the map, but we don't actually do that - it is up
1063 * to the caller to decide what we want to do. 969 * to the caller to decide what we want to do.
1064 */ 970 */
1065 op->x = op->env->x, op->y = op->env->y; 971 x = env->x, y = env->y;
1066 op->map = op->env->map; 972 map = env->map;
1067 op->above = NULL, op->below = NULL; 973 above = 0, below = 0;
1068 op->env = NULL; 974 env = 0;
1069 } 975 }
1070 else if (op->map) 976 else if (map)
1071 { 977 {
1072 x = op->x;
1073 y = op->y;
1074 m = get_map_from_coord (op->map, &x, &y);
1075
1076 if (!m)
1077 {
1078 LOG (llevError, "remove_ob called when object was on map but appears to not be within valid coordinates? %s (%d,%d)\n",
1079 op->map->path, op->x, op->y);
1080 /* in old days, we used to set x and y to 0 and continue.
1081 * it seems if we get into this case, something is probablye
1082 * screwed up and should be fixed.
1083 */
1084 abort ();
1085 }
1086
1087 if (op->map != m)
1088 LOG (llevDebug, "remove_ob: Object not really on map it claimed to be on? %s != %s, %d,%d != %d,%d\n",
1089 op->map->path, m->path, op->x, op->y, x, y);
1090
1091 /* Re did the following section of code - it looks like it had 978 /* Re did the following section of code - it looks like it had
1092 * lots of logic for things we no longer care about 979 * lots of logic for things we no longer care about
1093 */ 980 */
1094 981
1095 /* link the object above us */ 982 /* link the object above us */
1096 if (op->above) 983 if (above)
1097 op->above->below = op->below; 984 above->below = below;
1098 else 985 else
1099 SET_MAP_TOP (m, x, y, op->below); /* we were top, set new top */ 986 map->at (x, y).top = below; /* we were top, set new top */
1100 987
1101 /* Relink the object below us, if there is one */ 988 /* Relink the object below us, if there is one */
1102 if (op->below) 989 if (below)
1103 op->below->above = op->above; 990 below->above = above;
1104 else 991 else
1105 { 992 {
1106 /* Nothing below, which means we need to relink map object for this space 993 /* Nothing below, which means we need to relink map object for this space
1107 * use translated coordinates in case some oddness with map tiling is 994 * use translated coordinates in case some oddness with map tiling is
1108 * evident 995 * evident
1109 */ 996 */
1110 if (GET_MAP_OB (m, x, y) != op) 997 if (GET_MAP_OB (map, x, y) != this)
1111 { 998 {
1112 char *dump = dump_object (op); 999 char *dump = dump_object (this);
1113 LOG (llevError, 1000 LOG (llevError,
1114 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump); 1001 "remove_ob: GET_MAP_OB does not return object to be removed even though it appears to be on the bottom?\n%s\n", dump);
1115 free (dump); 1002 free (dump);
1116 dump = dump_object (GET_MAP_OB (m, x, y)); 1003 dump = dump_object (GET_MAP_OB (map, x, y));
1117 LOG (llevError, "%s\n", dump); 1004 LOG (llevError, "%s\n", dump);
1118 free (dump); 1005 free (dump);
1119 } 1006 }
1120 1007
1121 SET_MAP_OB (m, x, y, op->above); /* goes on above it. */ 1008 map->at (x, y).bot = above; /* goes on above it. */
1122 } 1009 }
1123 1010
1124 op->above = 0; 1011 above = 0;
1125 op->below = 0; 1012 below = 0;
1126 1013
1127 if (op->map->in_memory == MAP_SAVING) 1014 if (map->in_memory == MAP_SAVING)
1128 return; 1015 return;
1129 1016
1130 check_walk_off = !QUERY_FLAG (op, FLAG_NO_APPLY); 1017 int check_walk_off = !flag [FLAG_NO_APPLY];
1131 1018
1132 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1019 for (tmp = map->at (x, y).bot; tmp; tmp = tmp->above)
1133 { 1020 {
1134 /* No point updating the players look faces if he is the object 1021 /* No point updating the players look faces if he is the object
1135 * being removed. 1022 * being removed.
1136 */ 1023 */
1137 1024
1138 if (tmp->type == PLAYER && tmp != op) 1025 if (tmp->type == PLAYER && tmp != this)
1139 { 1026 {
1140 /* If a container that the player is currently using somehow gets 1027 /* If a container that the player is currently using somehow gets
1141 * removed (most likely destroyed), update the player view 1028 * removed (most likely destroyed), update the player view
1142 * appropriately. 1029 * appropriately.
1143 */ 1030 */
1144 if (tmp->container == op) 1031 if (tmp->container == this)
1145 { 1032 {
1146 CLEAR_FLAG (op, FLAG_APPLIED); 1033 flag [FLAG_APPLIED] = 0;
1147 tmp->container = NULL; 1034 tmp->container = 0;
1148 } 1035 }
1149 1036
1150 tmp->contr->socket.update_look = 1; 1037 if (tmp->contr->ns)
1038 tmp->contr->ns->floorbox_update ();
1151 } 1039 }
1152 1040
1153 /* See if player moving off should effect something */ 1041 /* See if player moving off should effect something */
1154 if (check_walk_off 1042 if (check_walk_off
1155 && ((op->move_type & tmp->move_off) 1043 && ((move_type & tmp->move_off)
1156 && (op->move_type & ~tmp->move_off & ~tmp->move_block) == 0)) 1044 && (move_type & ~tmp->move_off & ~tmp->move_block) == 0))
1157 { 1045 {
1158 move_apply (tmp, op, NULL); 1046 move_apply (tmp, this, 0);
1159 1047
1160 if (op->destroyed ()) 1048 if (destroyed ())
1161 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ()); 1049 LOG (llevError, "BUG: remove_ob(): name %s, destroyed leaving object\n", tmp->debug_desc ());
1162 } 1050 }
1163 1051
1164 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */ 1052 /* Eneq(@csd.uu.se): Fixed this to skip tmp->above=tmp */
1165 1053
1166 if (tmp->above == tmp) 1054 if (tmp->above == tmp)
1167 tmp->above = NULL; 1055 tmp->above = 0;
1168 1056
1169 last = tmp; 1057 last = tmp;
1170 } 1058 }
1171 1059
1172 /* last == NULL of there are no objects on this space */ 1060 /* last == NULL of there are no objects on this space */
1173 if (last == NULL) 1061 if (!last)
1174 { 1062 map->at (x, y).flags_ = P_NEED_UPDATE;
1175 /* set P_NEED_UPDATE, otherwise update_position will complain. In theory,
1176 * we could preserve the flags (GET_MAP_FLAGS), but update_position figures
1177 * those out anyways, and if there are any flags set right now, they won't
1178 * be correct anyways.
1179 */
1180 SET_MAP_FLAGS (op->map, op->x, op->y, P_NEED_UPDATE);
1181 update_position (op->map, op->x, op->y);
1182 }
1183 else 1063 else
1184 update_object (last, UP_OBJ_REMOVE); 1064 update_object (last, UP_OBJ_REMOVE);
1185 1065
1186 if (QUERY_FLAG (op, FLAG_BLOCKSVIEW) || (op->glow_radius != 0)) 1066 if (flag [FLAG_BLOCKSVIEW] || glow_radius)
1187 update_all_los (op->map, op->x, op->y); 1067 update_all_los (map, x, y);
1188 } 1068 }
1189} 1069}
1190 1070
1191/* 1071/*
1192 * merge_ob(op,top): 1072 * merge_ob(op,top):
1200merge_ob (object *op, object *top) 1080merge_ob (object *op, object *top)
1201{ 1081{
1202 if (!op->nrof) 1082 if (!op->nrof)
1203 return 0; 1083 return 0;
1204 1084
1205 if (top == NULL) 1085 if (top)
1206 for (top = op; top != NULL && top->above != NULL; top = top->above); 1086 for (top = op; top && top->above; top = top->above)
1087 ;
1207 1088
1208 for (; top != NULL; top = top->below) 1089 for (; top; top = top->below)
1209 { 1090 {
1210 if (top == op) 1091 if (top == op)
1211 continue; 1092 continue;
1212 if (CAN_MERGE (op, top)) 1093
1094 if (object::can_merge (op, top))
1213 { 1095 {
1214 top->nrof += op->nrof; 1096 top->nrof += op->nrof;
1215 1097
1216/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/ 1098/* CLEAR_FLAG(top,FLAG_STARTEQUIP);*/
1217 op->weight = 0; /* Don't want any adjustements now */ 1099 op->weight = 0; /* Don't want any adjustements now */
1218 remove_ob (op); 1100 op->destroy ();
1219 free_object (op);
1220 return top; 1101 return top;
1221 } 1102 }
1222 } 1103 }
1223 1104
1224 return 0; 1105 return 0;
1263 * Return value: 1144 * Return value:
1264 * new object if 'op' was merged with other object 1145 * new object if 'op' was merged with other object
1265 * NULL if 'op' was destroyed 1146 * NULL if 'op' was destroyed
1266 * just 'op' otherwise 1147 * just 'op' otherwise
1267 */ 1148 */
1268
1269object * 1149object *
1270insert_ob_in_map (object *op, maptile *m, object *originator, int flag) 1150insert_ob_in_map (object *op, maptile *m, object *originator, int flag)
1271{ 1151{
1272 object *tmp, *top, *floor = NULL; 1152 object *tmp, *top, *floor = NULL;
1273 sint16 x, y; 1153 sint16 x, y;
1307 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump); 1187 LOG (llevError, "Trying to insert (map) inserted object.\n%s\n", dump);
1308 free (dump); 1188 free (dump);
1309 return op; 1189 return op;
1310 } 1190 }
1311 1191
1312 if (op->more != NULL) 1192 if (op->more)
1313 { 1193 {
1314 /* The part may be on a different map. */ 1194 /* The part may be on a different map. */
1315 1195
1316 object *more = op->more; 1196 object *more = op->more;
1317 1197
1333 if (insert_ob_in_map (more, more->map, originator, flag) == NULL) 1213 if (insert_ob_in_map (more, more->map, originator, flag) == NULL)
1334 { 1214 {
1335 if (!op->head) 1215 if (!op->head)
1336 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n"); 1216 LOG (llevError, "BUG: insert_ob_in_map(): inserting op->more killed op\n");
1337 1217
1338 return NULL; 1218 return 0;
1339 } 1219 }
1340 } 1220 }
1341 1221
1342 CLEAR_FLAG (op, FLAG_REMOVED); 1222 CLEAR_FLAG (op, FLAG_REMOVED);
1343 1223
1351 1231
1352 /* this has to be done after we translate the coordinates. 1232 /* this has to be done after we translate the coordinates.
1353 */ 1233 */
1354 if (op->nrof && !(flag & INS_NO_MERGE)) 1234 if (op->nrof && !(flag & INS_NO_MERGE))
1355 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above) 1235 for (tmp = GET_MAP_OB (op->map, x, y); tmp != NULL; tmp = tmp->above)
1356 if (CAN_MERGE (op, tmp)) 1236 if (object::can_merge (op, tmp))
1357 { 1237 {
1358 op->nrof += tmp->nrof; 1238 op->nrof += tmp->nrof;
1359 remove_ob (tmp); 1239 tmp->destroy ();
1360 free_object (tmp);
1361 } 1240 }
1362 1241
1363 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */ 1242 CLEAR_FLAG (op, FLAG_APPLIED); /* hack for fixing F_APPLIED in items of dead people */
1364 CLEAR_FLAG (op, FLAG_INV_LOCKED); 1243 CLEAR_FLAG (op, FLAG_INV_LOCKED);
1365 1244
1378 op->below = originator->below; 1257 op->below = originator->below;
1379 1258
1380 if (op->below) 1259 if (op->below)
1381 op->below->above = op; 1260 op->below->above = op;
1382 else 1261 else
1383 SET_MAP_OB (op->map, op->x, op->y, op); 1262 op->ms ().bot = op;
1384 1263
1385 /* since *below* originator, no need to update top */ 1264 /* since *below* originator, no need to update top */
1386 originator->below = op; 1265 originator->below = op;
1387 } 1266 }
1388 else 1267 else
1434 * If INS_ON_TOP is used, don't do this processing 1313 * If INS_ON_TOP is used, don't do this processing
1435 * Need to find the object that in fact blocks view, otherwise 1314 * Need to find the object that in fact blocks view, otherwise
1436 * stacking is a bit odd. 1315 * stacking is a bit odd.
1437 */ 1316 */
1438 if (!(flag & INS_ON_TOP) && 1317 if (!(flag & INS_ON_TOP) &&
1439 (get_map_flags (op->map, NULL, op->x, op->y, NULL, NULL) & P_BLOCKSVIEW) && (op->face && !op->face->visibility)) 1318 (get_map_flags (op->map, 0, op->x, op->y, 0, 0) & P_BLOCKSVIEW) && (op->face && !op->face->visibility))
1440 { 1319 {
1441 for (last = top; last != floor; last = last->below) 1320 for (last = top; last != floor; last = last->below)
1442 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT)) 1321 if (QUERY_FLAG (last, FLAG_BLOCKSVIEW) && (last->type != EXIT))
1443 break; 1322 break;
1444 /* Check to see if we found the object that blocks view, 1323 /* Check to see if we found the object that blocks view,
1467 1346
1468 if (op->above) 1347 if (op->above)
1469 op->above->below = op; 1348 op->above->below = op;
1470 1349
1471 op->below = NULL; 1350 op->below = NULL;
1472 SET_MAP_OB (op->map, op->x, op->y, op); 1351 op->ms ().bot = op;
1473 } 1352 }
1474 else 1353 else
1475 { /* get inserted into the stack above top */ 1354 { /* get inserted into the stack above top */
1476 op->above = top->above; 1355 op->above = top->above;
1477 1356
1481 op->below = top; 1360 op->below = top;
1482 top->above = op; 1361 top->above = op;
1483 } 1362 }
1484 1363
1485 if (op->above == NULL) 1364 if (op->above == NULL)
1486 SET_MAP_TOP (op->map, op->x, op->y, op); 1365 op->ms ().top = op;
1487 } /* else not INS_BELOW_ORIGINATOR */ 1366 } /* else not INS_BELOW_ORIGINATOR */
1488 1367
1489 if (op->type == PLAYER) 1368 if (op->type == PLAYER)
1490 op->contr->do_los = 1; 1369 op->contr->do_los = 1;
1491 1370
1492 /* If we have a floor, we know the player, if any, will be above 1371 /* If we have a floor, we know the player, if any, will be above
1493 * it, so save a few ticks and start from there. 1372 * it, so save a few ticks and start from there.
1494 */ 1373 */
1495 if (!(flag & INS_MAP_LOAD)) 1374 if (!(flag & INS_MAP_LOAD))
1496 for (tmp = floor ? floor : GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1375 if (object *pl = op->ms ().player ())
1497 if (tmp->type == PLAYER) 1376 if (pl->contr->ns)
1498 tmp->contr->socket.update_look = 1; 1377 pl->contr->ns->floorbox_update ();
1499 1378
1500 /* If this object glows, it may affect lighting conditions that are 1379 /* If this object glows, it may affect lighting conditions that are
1501 * visible to others on this map. But update_all_los is really 1380 * visible to others on this map. But update_all_los is really
1502 * an inefficient way to do this, as it means los for all players 1381 * an inefficient way to do this, as it means los for all players
1503 * on the map will get recalculated. The players could very well 1382 * on the map will get recalculated. The players could very well
1504 * be far away from this change and not affected in any way - 1383 * be far away from this change and not affected in any way -
1505 * this should get redone to only look for players within range, 1384 * this should get redone to only look for players within range,
1506 * or just updating the P_NEED_UPDATE for spaces within this area 1385 * or just updating the P_NEED_UPDATE for spaces within this area
1507 * of effect may be sufficient. 1386 * of effect may be sufficient.
1508 */ 1387 */
1509 if (MAP_DARKNESS (op->map) && (op->glow_radius != 0)) 1388 if (op->map->darkness && (op->glow_radius != 0))
1510 update_all_los (op->map, op->x, op->y); 1389 update_all_los (op->map, op->x, op->y);
1511 1390
1512 /* updates flags (blocked, alive, no magic, etc) for this map space */ 1391 /* updates flags (blocked, alive, no magic, etc) for this map space */
1513 update_object (op, UP_OBJ_INSERT); 1392 update_object (op, UP_OBJ_INSERT);
1514 1393
1394 INVOKE_OBJECT (INSERT, op);
1395
1515 /* Don't know if moving this to the end will break anything. However, 1396 /* Don't know if moving this to the end will break anything. However,
1516 * we want to have update_look set above before calling this. 1397 * we want to have floorbox_update called before calling this.
1517 * 1398 *
1518 * check_move_on() must be after this because code called from 1399 * check_move_on() must be after this because code called from
1519 * check_move_on() depends on correct map flags (so functions like 1400 * check_move_on() depends on correct map flags (so functions like
1520 * blocked() and wall() work properly), and these flags are updated by 1401 * blocked() and wall() work properly), and these flags are updated by
1521 * update_object(). 1402 * update_object().
1523 1404
1524 /* if this is not the head or flag has been passed, don't check walk on status */ 1405 /* if this is not the head or flag has been passed, don't check walk on status */
1525 if (!(flag & INS_NO_WALK_ON) && !op->head) 1406 if (!(flag & INS_NO_WALK_ON) && !op->head)
1526 { 1407 {
1527 if (check_move_on (op, originator)) 1408 if (check_move_on (op, originator))
1528 return NULL; 1409 return 0;
1529 1410
1530 /* If we are a multi part object, lets work our way through the check 1411 /* If we are a multi part object, lets work our way through the check
1531 * walk on's. 1412 * walk on's.
1532 */ 1413 */
1533 for (tmp = op->more; tmp != NULL; tmp = tmp->more) 1414 for (tmp = op->more; tmp != NULL; tmp = tmp->more)
1534 if (check_move_on (tmp, originator)) 1415 if (check_move_on (tmp, originator))
1535 return NULL; 1416 return 0;
1536 } 1417 }
1537 1418
1538 return op; 1419 return op;
1539} 1420}
1540 1421
1541/* this function inserts an object in the map, but if it 1422/* this function inserts an object in the map, but if it
1542 * finds an object of its own type, it'll remove that one first. 1423 * finds an object of its own type, it'll remove that one first.
1543 * op is the object to insert it under: supplies x and the map. 1424 * op is the object to insert it under: supplies x and the map.
1544 */ 1425 */
1545void 1426void
1546replace_insert_ob_in_map (const char *arch_string, object *op) 1427replace_insert_ob_in_map (const char *arch_string, object *op)
1547{ 1428{
1548 object * 1429 object *tmp, *tmp1;
1549 tmp;
1550 object *
1551 tmp1;
1552 1430
1553 /* first search for itself and remove any old instances */ 1431 /* first search for itself and remove any old instances */
1554 1432
1555 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above) 1433 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL; tmp = tmp->above)
1556 {
1557 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */ 1434 if (!strcmp (tmp->arch->name, arch_string)) /* same archetype */
1558 { 1435 tmp->destroy ();
1559 remove_ob (tmp);
1560 free_object (tmp);
1561 }
1562 }
1563 1436
1564 tmp1 = arch_to_object (archetype::find (arch_string)); 1437 tmp1 = arch_to_object (archetype::find (arch_string));
1565 1438
1566 tmp1->x = op->x; 1439 tmp1->x = op->x;
1567 tmp1->y = op->y; 1440 tmp1->y = op->y;
1577 */ 1450 */
1578 1451
1579object * 1452object *
1580get_split_ob (object *orig_ob, uint32 nr) 1453get_split_ob (object *orig_ob, uint32 nr)
1581{ 1454{
1582 object * 1455 object *newob;
1583 newob;
1584 int
1585 is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0); 1456 int is_removed = (QUERY_FLAG (orig_ob, FLAG_REMOVED) != 0);
1586 1457
1587 if (orig_ob->nrof < nr) 1458 if (orig_ob->nrof < nr)
1588 { 1459 {
1589 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name); 1460 sprintf (errmsg, "There are only %d %ss.", orig_ob->nrof ? orig_ob->nrof : 1, &orig_ob->name);
1590 return NULL; 1461 return NULL;
1591 } 1462 }
1592 1463
1593 newob = object_create_clone (orig_ob); 1464 newob = object_create_clone (orig_ob);
1594 1465
1595 if ((orig_ob->nrof -= nr) < 1) 1466 if ((orig_ob->nrof -= nr) < 1)
1596 { 1467 orig_ob->destroy (1);
1597 if (!is_removed)
1598 remove_ob (orig_ob);
1599 free_object2 (orig_ob, 1);
1600 }
1601 else if (!is_removed) 1468 else if (!is_removed)
1602 { 1469 {
1603 if (orig_ob->env != NULL) 1470 if (orig_ob->env != NULL)
1604 sub_weight (orig_ob->env, orig_ob->weight * nr); 1471 sub_weight (orig_ob->env, orig_ob->weight * nr);
1605 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY) 1472 if (orig_ob->env == NULL && orig_ob->map->in_memory != MAP_IN_MEMORY)
1625 1492
1626object * 1493object *
1627decrease_ob_nr (object *op, uint32 i) 1494decrease_ob_nr (object *op, uint32 i)
1628{ 1495{
1629 object *tmp; 1496 object *tmp;
1630 player *pl;
1631 1497
1632 if (i == 0) /* objects with op->nrof require this check */ 1498 if (i == 0) /* objects with op->nrof require this check */
1633 return op; 1499 return op;
1634 1500
1635 if (i > op->nrof) 1501 if (i > op->nrof)
1636 i = op->nrof; 1502 i = op->nrof;
1637 1503
1638 if (QUERY_FLAG (op, FLAG_REMOVED)) 1504 if (QUERY_FLAG (op, FLAG_REMOVED))
1639 op->nrof -= i; 1505 op->nrof -= i;
1640 else if (op->env != NULL) 1506 else if (op->env)
1641 { 1507 {
1642 /* is this object in the players inventory, or sub container 1508 /* is this object in the players inventory, or sub container
1643 * therein? 1509 * therein?
1644 */ 1510 */
1645 tmp = is_player_inv (op->env); 1511 tmp = op->in_player ();
1646 /* nope. Is this a container the player has opened? 1512 /* nope. Is this a container the player has opened?
1647 * If so, set tmp to that player. 1513 * If so, set tmp to that player.
1648 * IMO, searching through all the players will mostly 1514 * IMO, searching through all the players will mostly
1649 * likely be quicker than following op->env to the map, 1515 * likely be quicker than following op->env to the map,
1650 * and then searching the map for a player. 1516 * and then searching the map for a player.
1651 */ 1517 */
1652 if (!tmp) 1518 if (!tmp)
1653 { 1519 for_all_players (pl)
1654 for (pl = first_player; pl; pl = pl->next)
1655 if (pl->ob->container == op->env) 1520 if (pl->ob->container == op->env)
1521 {
1522 tmp = pl->ob;
1656 break; 1523 break;
1657 if (pl)
1658 tmp = pl->ob;
1659 else
1660 tmp = NULL;
1661 } 1524 }
1662 1525
1663 if (i < op->nrof) 1526 if (i < op->nrof)
1664 { 1527 {
1665 sub_weight (op->env, op->weight * i); 1528 sub_weight (op->env, op->weight * i);
1666 op->nrof -= i; 1529 op->nrof -= i;
1667 if (tmp) 1530 if (tmp)
1668 {
1669 esrv_send_item (tmp, op); 1531 esrv_send_item (tmp, op);
1670 }
1671 } 1532 }
1672 else 1533 else
1673 { 1534 {
1674 remove_ob (op); 1535 op->remove ();
1675 op->nrof = 0; 1536 op->nrof = 0;
1676 if (tmp) 1537 if (tmp)
1677 {
1678 esrv_del_item (tmp->contr, op->count); 1538 esrv_del_item (tmp->contr, op->count);
1679 }
1680 } 1539 }
1681 } 1540 }
1682 else 1541 else
1683 { 1542 {
1684 object *above = op->above; 1543 object *above = op->above;
1685 1544
1686 if (i < op->nrof) 1545 if (i < op->nrof)
1687 op->nrof -= i; 1546 op->nrof -= i;
1688 else 1547 else
1689 { 1548 {
1690 remove_ob (op); 1549 op->remove ();
1691 op->nrof = 0; 1550 op->nrof = 0;
1692 } 1551 }
1693 1552
1694 /* Since we just removed op, op->above is null */ 1553 /* Since we just removed op, op->above is null */
1695 for (tmp = above; tmp != NULL; tmp = tmp->above) 1554 for (tmp = above; tmp; tmp = tmp->above)
1696 if (tmp->type == PLAYER) 1555 if (tmp->type == PLAYER)
1697 { 1556 {
1698 if (op->nrof) 1557 if (op->nrof)
1699 esrv_send_item (tmp, op); 1558 esrv_send_item (tmp, op);
1700 else 1559 else
1704 1563
1705 if (op->nrof) 1564 if (op->nrof)
1706 return op; 1565 return op;
1707 else 1566 else
1708 { 1567 {
1709 free_object (op); 1568 op->destroy ();
1710 return NULL; 1569 return 0;
1711 } 1570 }
1712} 1571}
1713 1572
1714/* 1573/*
1715 * add_weight(object, weight) adds the specified weight to an object, 1574 * add_weight(object, weight) adds the specified weight to an object,
1727 op->carrying += weight; 1586 op->carrying += weight;
1728 op = op->env; 1587 op = op->env;
1729 } 1588 }
1730} 1589}
1731 1590
1732/*
1733 * insert_ob_in_ob(op,environment):
1734 * This function inserts the object op in the linked list
1735 * inside the object environment.
1736 *
1737 * Eneq(@csd.uu.se): Altered insert_ob_in_ob to make things picked up enter
1738 * the inventory at the last position or next to other objects of the same
1739 * type.
1740 * Frank: Now sorted by type, archetype and magic!
1741 *
1742 * The function returns now pointer to inserted item, and return value can
1743 * be != op, if items are merged. -Tero
1744 */
1745
1746object * 1591object *
1747insert_ob_in_ob (object *op, object *where) 1592insert_ob_in_ob (object *op, object *where)
1748{ 1593{
1749 object * 1594 if (!where)
1750 tmp, *
1751 otmp;
1752
1753 if (!QUERY_FLAG (op, FLAG_REMOVED))
1754 {
1755 char *dump = dump_object (op);
1756 LOG (llevError, "Trying to insert (ob) inserted object.\n%s\n", dump);
1757 free (dump);
1758 return op;
1759 }
1760
1761 if (where == NULL)
1762 { 1595 {
1763 char *dump = dump_object (op); 1596 char *dump = dump_object (op);
1764 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump); 1597 LOG (llevError, "Trying to put object in NULL.\n%s\n", dump);
1765 free (dump); 1598 free (dump);
1766 return op; 1599 return op;
1767 } 1600 }
1768 1601
1769 if (where->head) 1602 if (where->head)
1770 { 1603 {
1771 LOG (llevDebug, "Warning: Tried to insert object wrong part of multipart object.\n"); 1604 LOG (llevDebug, "Warning: Tried to insert object into wrong part of multipart object.\n");
1772 where = where->head; 1605 where = where->head;
1773 } 1606 }
1607
1608 return where->insert (op);
1609}
1610
1611/*
1612 * env->insert (op)
1613 * This function inserts the object op in the linked list
1614 * inside the object environment.
1615 *
1616 * The function returns now pointer to inserted item, and return value can
1617 * be != op, if items are merged. -Tero
1618 */
1619
1620object *
1621object::insert (object *op)
1622{
1623 object *tmp, *otmp;
1624
1625 if (!QUERY_FLAG (op, FLAG_REMOVED))
1626 op->remove ();
1774 1627
1775 if (op->more) 1628 if (op->more)
1776 { 1629 {
1777 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count); 1630 LOG (llevError, "Tried to insert multipart object %s (%d)\n", &op->name, op->count);
1778 return op; 1631 return op;
1780 1633
1781 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL); 1634 CLEAR_FLAG (op, FLAG_OBJ_ORIGINAL);
1782 CLEAR_FLAG (op, FLAG_REMOVED); 1635 CLEAR_FLAG (op, FLAG_REMOVED);
1783 if (op->nrof) 1636 if (op->nrof)
1784 { 1637 {
1785 for (tmp = where->inv; tmp != NULL; tmp = tmp->below) 1638 for (tmp = inv; tmp != NULL; tmp = tmp->below)
1786 if (CAN_MERGE (tmp, op)) 1639 if (object::can_merge (tmp, op))
1787 { 1640 {
1788 /* return the original object and remove inserted object 1641 /* return the original object and remove inserted object
1789 (client needs the original object) */ 1642 (client needs the original object) */
1790 tmp->nrof += op->nrof; 1643 tmp->nrof += op->nrof;
1791 /* Weight handling gets pretty funky. Since we are adding to 1644 /* Weight handling gets pretty funky. Since we are adding to
1792 * tmp->nrof, we need to increase the weight. 1645 * tmp->nrof, we need to increase the weight.
1793 */ 1646 */
1794 add_weight (where, op->weight * op->nrof); 1647 add_weight (this, op->weight * op->nrof);
1795 SET_FLAG (op, FLAG_REMOVED); 1648 SET_FLAG (op, FLAG_REMOVED);
1796 free_object (op); /* free the inserted object */ 1649 op->destroy (); /* free the inserted object */
1797 op = tmp; 1650 op = tmp;
1798 remove_ob (op); /* and fix old object's links */ 1651 op->remove (); /* and fix old object's links */
1799 CLEAR_FLAG (op, FLAG_REMOVED); 1652 CLEAR_FLAG (op, FLAG_REMOVED);
1800 break; 1653 break;
1801 } 1654 }
1802 1655
1803 /* I assume combined objects have no inventory 1656 /* I assume combined objects have no inventory
1804 * We add the weight - this object could have just been removed 1657 * We add the weight - this object could have just been removed
1805 * (if it was possible to merge). calling remove_ob will subtract 1658 * (if it was possible to merge). calling remove_ob will subtract
1806 * the weight, so we need to add it in again, since we actually do 1659 * the weight, so we need to add it in again, since we actually do
1807 * the linking below 1660 * the linking below
1808 */ 1661 */
1809 add_weight (where, op->weight * op->nrof); 1662 add_weight (this, op->weight * op->nrof);
1810 } 1663 }
1811 else 1664 else
1812 add_weight (where, (op->weight + op->carrying)); 1665 add_weight (this, (op->weight + op->carrying));
1813 1666
1814 otmp = is_player_inv (where); 1667 otmp = this->in_player ();
1815 if (otmp && otmp->contr != NULL) 1668 if (otmp && otmp->contr)
1816 {
1817 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER)) 1669 if (!QUERY_FLAG (otmp, FLAG_NO_FIX_PLAYER))
1818 fix_player (otmp); 1670 otmp->update_stats ();
1819 }
1820 1671
1821 op->map = NULL; 1672 op->map = 0;
1822 op->env = where; 1673 op->env = this;
1823 op->above = NULL; 1674 op->above = 0;
1824 op->below = NULL; 1675 op->below = 0;
1825 op->x = 0, op->y = 0; 1676 op->x = 0, op->y = 0;
1826 1677
1827 /* reset the light list and los of the players on the map */ 1678 /* reset the light list and los of the players on the map */
1828 if ((op->glow_radius != 0) && where->map) 1679 if ((op->glow_radius != 0) && map)
1829 { 1680 {
1830#ifdef DEBUG_LIGHTS 1681#ifdef DEBUG_LIGHTS
1831 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name); 1682 LOG (llevDebug, " insert_ob_in_ob(): got %s to insert in map/op\n", op->name);
1832#endif /* DEBUG_LIGHTS */ 1683#endif /* DEBUG_LIGHTS */
1833 if (MAP_DARKNESS (where->map)) 1684 if (map->darkness)
1834 update_all_los (where->map, where->x, where->y); 1685 update_all_los (map, x, y);
1835 } 1686 }
1836 1687
1837 /* Client has no idea of ordering so lets not bother ordering it here. 1688 /* Client has no idea of ordering so lets not bother ordering it here.
1838 * It sure simplifies this function... 1689 * It sure simplifies this function...
1839 */ 1690 */
1840 if (where->inv == NULL) 1691 if (!inv)
1841 where->inv = op; 1692 inv = op;
1842 else 1693 else
1843 { 1694 {
1844 op->below = where->inv; 1695 op->below = inv;
1845 op->below->above = op; 1696 op->below->above = op;
1846 where->inv = op; 1697 inv = op;
1847 } 1698 }
1699
1700 INVOKE_OBJECT (INSERT, this);
1701
1848 return op; 1702 return op;
1849} 1703}
1850 1704
1851/* 1705/*
1852 * Checks if any objects has a move_type that matches objects 1706 * Checks if any objects has a move_type that matches objects
1903 1757
1904 /* The objects have to be checked from top to bottom. 1758 /* The objects have to be checked from top to bottom.
1905 * Hence, we first go to the top: 1759 * Hence, we first go to the top:
1906 */ 1760 */
1907 1761
1908 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp != NULL && tmp->above != NULL; tmp = tmp->above) 1762 for (tmp = GET_MAP_OB (op->map, op->x, op->y); tmp && tmp->above; tmp = tmp->above)
1909 { 1763 {
1910 /* Trim the search when we find the first other spell effect 1764 /* Trim the search when we find the first other spell effect
1911 * this helps performance so that if a space has 50 spell objects, 1765 * this helps performance so that if a space has 50 spell objects,
1912 * we don't need to check all of them. 1766 * we don't need to check all of them.
1913 */ 1767 */
1968/* 1822/*
1969 * present_arch(arch, map, x, y) searches for any objects with 1823 * present_arch(arch, map, x, y) searches for any objects with
1970 * a matching archetype at the given map and coordinates. 1824 * a matching archetype at the given map and coordinates.
1971 * The first matching object is returned, or NULL if none. 1825 * The first matching object is returned, or NULL if none.
1972 */ 1826 */
1973
1974object * 1827object *
1975present_arch (const archetype *at, maptile *m, int x, int y) 1828present_arch (const archetype *at, maptile *m, int x, int y)
1976{ 1829{
1977 object *
1978 tmp;
1979
1980 if (m == NULL || out_of_map (m, x, y)) 1830 if (m == NULL || out_of_map (m, x, y))
1981 { 1831 {
1982 LOG (llevError, "Present_arch called outside map.\n"); 1832 LOG (llevError, "Present_arch called outside map.\n");
1983 return NULL; 1833 return NULL;
1984 } 1834 }
1835
1985 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1836 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
1986 if (tmp->arch == at) 1837 if (tmp->arch == at)
1987 return tmp; 1838 return tmp;
1839
1988 return NULL; 1840 return NULL;
1989} 1841}
1990 1842
1991/* 1843/*
1992 * present(type, map, x, y) searches for any objects with 1844 * present(type, map, x, y) searches for any objects with
1993 * a matching type variable at the given map and coordinates. 1845 * a matching type variable at the given map and coordinates.
1994 * The first matching object is returned, or NULL if none. 1846 * The first matching object is returned, or NULL if none.
1995 */ 1847 */
1996
1997object * 1848object *
1998present (unsigned char type, maptile *m, int x, int y) 1849present (unsigned char type, maptile *m, int x, int y)
1999{ 1850{
2000 object *
2001 tmp;
2002
2003 if (out_of_map (m, x, y)) 1851 if (out_of_map (m, x, y))
2004 { 1852 {
2005 LOG (llevError, "Present called outside map.\n"); 1853 LOG (llevError, "Present called outside map.\n");
2006 return NULL; 1854 return NULL;
2007 } 1855 }
1856
2008 for (tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above) 1857 for (object *tmp = GET_MAP_OB (m, x, y); tmp != NULL; tmp = tmp->above)
2009 if (tmp->type == type) 1858 if (tmp->type == type)
2010 return tmp; 1859 return tmp;
1860
2011 return NULL; 1861 return NULL;
2012} 1862}
2013 1863
2014/* 1864/*
2015 * present_in_ob(type, object) searches for any objects with 1865 * present_in_ob(type, object) searches for any objects with
2016 * a matching type variable in the inventory of the given object. 1866 * a matching type variable in the inventory of the given object.
2017 * The first matching object is returned, or NULL if none. 1867 * The first matching object is returned, or NULL if none.
2018 */ 1868 */
2019
2020object * 1869object *
2021present_in_ob (unsigned char type, const object *op) 1870present_in_ob (unsigned char type, const object *op)
2022{ 1871{
2023 object *
2024 tmp;
2025
2026 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1872 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2027 if (tmp->type == type) 1873 if (tmp->type == type)
2028 return tmp; 1874 return tmp;
1875
2029 return NULL; 1876 return NULL;
2030} 1877}
2031 1878
2032/* 1879/*
2033 * present_in_ob (type, str, object) searches for any objects with 1880 * present_in_ob (type, str, object) searches for any objects with
2041 * str is the string to match against. Note that we match against 1888 * str is the string to match against. Note that we match against
2042 * the object name, not the archetype name. this is so that the 1889 * the object name, not the archetype name. this is so that the
2043 * spell code can use one object type (force), but change it's name 1890 * spell code can use one object type (force), but change it's name
2044 * to be unique. 1891 * to be unique.
2045 */ 1892 */
2046
2047object * 1893object *
2048present_in_ob_by_name (int type, const char *str, const object *op) 1894present_in_ob_by_name (int type, const char *str, const object *op)
2049{ 1895{
2050 object *
2051 tmp;
2052
2053 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1896 for (object *tmp = op->inv; tmp; tmp = tmp->below)
2054 {
2055 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name))) 1897 if ((type == -1 || tmp->type == type) && (!strcmp (str, tmp->name)))
2056 return tmp; 1898 return tmp;
2057 } 1899
2058 return NULL; 1900 return 0;
2059} 1901}
2060 1902
2061/* 1903/*
2062 * present_arch_in_ob(archetype, object) searches for any objects with 1904 * present_arch_in_ob(archetype, object) searches for any objects with
2063 * a matching archetype in the inventory of the given object. 1905 * a matching archetype in the inventory of the given object.
2064 * The first matching object is returned, or NULL if none. 1906 * The first matching object is returned, or NULL if none.
2065 */ 1907 */
2066
2067object * 1908object *
2068present_arch_in_ob (const archetype *at, const object *op) 1909present_arch_in_ob (const archetype *at, const object *op)
2069{ 1910{
2070 object *
2071 tmp;
2072
2073 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1911 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2074 if (tmp->arch == at) 1912 if (tmp->arch == at)
2075 return tmp; 1913 return tmp;
1914
2076 return NULL; 1915 return NULL;
2077} 1916}
2078 1917
2079/* 1918/*
2080 * activate recursively a flag on an object inventory 1919 * activate recursively a flag on an object inventory
2081 */ 1920 */
2082void 1921void
2083flag_inv (object *op, int flag) 1922flag_inv (object *op, int flag)
2084{ 1923{
2085 object *
2086 tmp;
2087
2088 if (op->inv) 1924 if (op->inv)
2089 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1925 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2090 { 1926 {
2091 SET_FLAG (tmp, flag); 1927 SET_FLAG (tmp, flag);
2092 flag_inv (tmp, flag); 1928 flag_inv (tmp, flag);
2093 } 1929 }
2094} /* 1930}
1931
1932/*
2095 * desactivate recursively a flag on an object inventory 1933 * deactivate recursively a flag on an object inventory
2096 */ 1934 */
2097void 1935void
2098unflag_inv (object *op, int flag) 1936unflag_inv (object *op, int flag)
2099{ 1937{
2100 object *
2101 tmp;
2102
2103 if (op->inv) 1938 if (op->inv)
2104 for (tmp = op->inv; tmp != NULL; tmp = tmp->below) 1939 for (object *tmp = op->inv; tmp != NULL; tmp = tmp->below)
2105 { 1940 {
2106 CLEAR_FLAG (tmp, flag); 1941 CLEAR_FLAG (tmp, flag);
2107 unflag_inv (tmp, flag); 1942 unflag_inv (tmp, flag);
2108 } 1943 }
2109} 1944}
2112 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in 1947 * set_cheat(object) sets the cheat flag (WAS_WIZ) in the object and in
2113 * all it's inventory (recursively). 1948 * all it's inventory (recursively).
2114 * If checksums are used, a player will get set_cheat called for 1949 * If checksums are used, a player will get set_cheat called for
2115 * him/her-self and all object carried by a call to this function. 1950 * him/her-self and all object carried by a call to this function.
2116 */ 1951 */
2117
2118void 1952void
2119set_cheat (object *op) 1953set_cheat (object *op)
2120{ 1954{
2121 SET_FLAG (op, FLAG_WAS_WIZ); 1955 SET_FLAG (op, FLAG_WAS_WIZ);
2122 flag_inv (op, FLAG_WAS_WIZ); 1956 flag_inv (op, FLAG_WAS_WIZ);
2141 * because arch_blocked (now ob_blocked) needs to know the movement type 1975 * because arch_blocked (now ob_blocked) needs to know the movement type
2142 * to know if the space in question will block the object. We can't use 1976 * to know if the space in question will block the object. We can't use
2143 * the archetype because that isn't correct if the monster has been 1977 * the archetype because that isn't correct if the monster has been
2144 * customized, changed states, etc. 1978 * customized, changed states, etc.
2145 */ 1979 */
2146
2147int 1980int
2148find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop) 1981find_free_spot (const object *ob, maptile *m, int x, int y, int start, int stop)
2149{ 1982{
2150 int
2151 i,
2152 index = 0, flag; 1983 int index = 0, flag;
2153 static int
2154 altern[SIZEOFFREE]; 1984 int altern[SIZEOFFREE];
2155 1985
2156 for (i = start; i < stop; i++) 1986 for (int i = start; i < stop; i++)
2157 { 1987 {
2158 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]); 1988 flag = ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]);
2159 if (!flag) 1989 if (!flag)
2160 altern[index++] = i; 1990 altern [index++] = i;
2161 1991
2162 /* Basically, if we find a wall on a space, we cut down the search size. 1992 /* Basically, if we find a wall on a space, we cut down the search size.
2163 * In this way, we won't return spaces that are on another side of a wall. 1993 * In this way, we won't return spaces that are on another side of a wall.
2164 * This mostly work, but it cuts down the search size in all directions - 1994 * This mostly work, but it cuts down the search size in all directions -
2165 * if the space being examined only has a wall to the north and empty 1995 * if the space being examined only has a wall to the north and empty
2166 * spaces in all the other directions, this will reduce the search space 1996 * spaces in all the other directions, this will reduce the search space
2167 * to only the spaces immediately surrounding the target area, and 1997 * to only the spaces immediately surrounding the target area, and
2168 * won't look 2 spaces south of the target space. 1998 * won't look 2 spaces south of the target space.
2169 */ 1999 */
2170 else if ((flag & AB_NO_PASS) && maxfree[i] < stop) 2000 else if ((flag & P_NO_PASS) && maxfree[i] < stop)
2171 stop = maxfree[i]; 2001 stop = maxfree[i];
2172 } 2002 }
2003
2173 if (!index) 2004 if (!index)
2174 return -1; 2005 return -1;
2006
2175 return altern[RANDOM () % index]; 2007 return altern[RANDOM () % index];
2176} 2008}
2177 2009
2178/* 2010/*
2179 * find_first_free_spot(archetype, maptile, x, y) works like 2011 * find_first_free_spot(archetype, maptile, x, y) works like
2180 * find_free_spot(), but it will search max number of squares. 2012 * find_free_spot(), but it will search max number of squares.
2181 * But it will return the first available spot, not a random choice. 2013 * But it will return the first available spot, not a random choice.
2182 * Changed 0.93.2: Have it return -1 if there is no free spot available. 2014 * Changed 0.93.2: Have it return -1 if there is no free spot available.
2183 */ 2015 */
2184
2185int 2016int
2186find_first_free_spot (const object *ob, maptile *m, int x, int y) 2017find_first_free_spot (const object *ob, maptile *m, int x, int y)
2187{ 2018{
2188 int
2189 i;
2190
2191 for (i = 0; i < SIZEOFFREE; i++) 2019 for (int i = 0; i < SIZEOFFREE; i++)
2192 {
2193 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i])) 2020 if (!ob_blocked (ob, m, x + freearr_x[i], y + freearr_y[i]))
2194 return i; 2021 return i;
2195 } 2022
2196 return -1; 2023 return -1;
2197} 2024}
2198 2025
2199/* 2026/*
2200 * The function permute(arr, begin, end) randomly reorders the array 2027 * The function permute(arr, begin, end) randomly reorders the array
2201 * arr[begin..end-1]. 2028 * arr[begin..end-1].
2029 * now uses a fisher-yates shuffle, old permute was broken
2202 */ 2030 */
2203static void 2031static void
2204permute (int *arr, int begin, int end) 2032permute (int *arr, int begin, int end)
2205{ 2033{
2206 int 2034 arr += begin;
2207 i,
2208 j,
2209 tmp,
2210 len;
2211
2212 len = end - begin; 2035 end -= begin;
2213 for (i = begin; i < end; i++)
2214 {
2215 j = begin + RANDOM () % len;
2216 2036
2217 tmp = arr[i]; 2037 while (--end)
2218 arr[i] = arr[j]; 2038 swap (arr [end], arr [RANDOM () % (end + 1)]);
2219 arr[j] = tmp;
2220 }
2221} 2039}
2222 2040
2223/* new function to make monster searching more efficient, and effective! 2041/* new function to make monster searching more efficient, and effective!
2224 * This basically returns a randomized array (in the passed pointer) of 2042 * This basically returns a randomized array (in the passed pointer) of
2225 * the spaces to find monsters. In this way, it won't always look for 2043 * the spaces to find monsters. In this way, it won't always look for
2228 * the 3x3 area will be searched, just not in a predictable order. 2046 * the 3x3 area will be searched, just not in a predictable order.
2229 */ 2047 */
2230void 2048void
2231get_search_arr (int *search_arr) 2049get_search_arr (int *search_arr)
2232{ 2050{
2233 int 2051 int i;
2234 i;
2235 2052
2236 for (i = 0; i < SIZEOFFREE; i++) 2053 for (i = 0; i < SIZEOFFREE; i++)
2237 {
2238 search_arr[i] = i; 2054 search_arr[i] = i;
2239 }
2240 2055
2241 permute (search_arr, 1, SIZEOFFREE1 + 1); 2056 permute (search_arr, 1, SIZEOFFREE1 + 1);
2242 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1); 2057 permute (search_arr, SIZEOFFREE1 + 1, SIZEOFFREE2 + 1);
2243 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE); 2058 permute (search_arr, SIZEOFFREE2 + 1, SIZEOFFREE);
2244} 2059}
2253 * Perhaps incorrectly, but I'm making the assumption that exclude 2068 * Perhaps incorrectly, but I'm making the assumption that exclude
2254 * is actually want is going to try and move there. We need this info 2069 * is actually want is going to try and move there. We need this info
2255 * because we have to know what movement the thing looking to move 2070 * because we have to know what movement the thing looking to move
2256 * there is capable of. 2071 * there is capable of.
2257 */ 2072 */
2258
2259int 2073int
2260find_dir (maptile *m, int x, int y, object *exclude) 2074find_dir (maptile *m, int x, int y, object *exclude)
2261{ 2075{
2262 int
2263 i,
2264 max = SIZEOFFREE, mflags; 2076 int i, max = SIZEOFFREE, mflags;
2265 2077
2266 sint16 nx, ny; 2078 sint16 nx, ny;
2267 object * 2079 object *tmp;
2268 tmp;
2269 maptile * 2080 maptile *mp;
2270 mp;
2271 2081
2272 MoveType blocked, move_type; 2082 MoveType blocked, move_type;
2273 2083
2274 if (exclude && exclude->head) 2084 if (exclude && exclude->head)
2275 { 2085 {
2287 mp = m; 2097 mp = m;
2288 nx = x + freearr_x[i]; 2098 nx = x + freearr_x[i];
2289 ny = y + freearr_y[i]; 2099 ny = y + freearr_y[i];
2290 2100
2291 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny); 2101 mflags = get_map_flags (m, &mp, nx, ny, &nx, &ny);
2102
2292 if (mflags & P_OUT_OF_MAP) 2103 if (mflags & P_OUT_OF_MAP)
2293 {
2294 max = maxfree[i]; 2104 max = maxfree[i];
2295 }
2296 else 2105 else
2297 { 2106 {
2298 blocked = GET_MAP_MOVE_BLOCK (mp, nx, ny); 2107 mapspace &ms = mp->at (nx, ny);
2108
2109 blocked = ms.move_block;
2299 2110
2300 if ((move_type & blocked) == move_type) 2111 if ((move_type & blocked) == move_type)
2301 {
2302 max = maxfree[i]; 2112 max = maxfree[i];
2303 }
2304 else if (mflags & P_IS_ALIVE) 2113 else if (mflags & P_IS_ALIVE)
2305 { 2114 {
2306 for (tmp = GET_MAP_OB (mp, nx, ny); tmp != NULL; tmp = tmp->above) 2115 for (tmp = ms.bot; tmp; tmp = tmp->above)
2307 { 2116 if ((tmp->flag [FLAG_MONSTER] || tmp->type == PLAYER)
2308 if ((QUERY_FLAG (tmp, FLAG_MONSTER) || tmp->type == PLAYER) && (tmp != exclude || (tmp->head && tmp->head != exclude))) 2117 && (tmp != exclude || (tmp->head && tmp->head != exclude)))
2309 {
2310 break; 2118 break;
2311 } 2119
2312 }
2313 if (tmp) 2120 if (tmp)
2314 {
2315 return freedir[i]; 2121 return freedir[i];
2316 }
2317 } 2122 }
2318 } 2123 }
2319 } 2124 }
2125
2320 return 0; 2126 return 0;
2321} 2127}
2322 2128
2323/* 2129/*
2324 * distance(object 1, object 2) will return the square of the 2130 * distance(object 1, object 2) will return the square of the
2325 * distance between the two given objects. 2131 * distance between the two given objects.
2326 */ 2132 */
2327
2328int 2133int
2329distance (const object *ob1, const object *ob2) 2134distance (const object *ob1, const object *ob2)
2330{ 2135{
2331 int
2332 i;
2333
2334 i = (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y); 2136 return (ob1->x - ob2->x) * (ob1->x - ob2->x) + (ob1->y - ob2->y) * (ob1->y - ob2->y);
2335 return i;
2336} 2137}
2337 2138
2338/* 2139/*
2339 * find_dir_2(delta-x,delta-y) will return a direction in which 2140 * find_dir_2(delta-x,delta-y) will return a direction in which
2340 * an object which has subtracted the x and y coordinates of another 2141 * an object which has subtracted the x and y coordinates of another
2341 * object, needs to travel toward it. 2142 * object, needs to travel toward it.
2342 */ 2143 */
2343
2344int 2144int
2345find_dir_2 (int x, int y) 2145find_dir_2 (int x, int y)
2346{ 2146{
2347 int 2147 int q;
2348 q;
2349 2148
2350 if (y) 2149 if (y)
2351 q = x * 100 / y; 2150 q = x * 100 / y;
2352 else if (x) 2151 else if (x)
2353 q = -300 * x; 2152 q = -300 * x;
2388int 2187int
2389absdir (int d) 2188absdir (int d)
2390{ 2189{
2391 while (d < 1) 2190 while (d < 1)
2392 d += 8; 2191 d += 8;
2192
2393 while (d > 8) 2193 while (d > 8)
2394 d -= 8; 2194 d -= 8;
2195
2395 return d; 2196 return d;
2396} 2197}
2397 2198
2398/* 2199/*
2399 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is 2200 * dirdiff(dir1, dir2) returns how many 45-degrees differences there is
2401 */ 2202 */
2402 2203
2403int 2204int
2404dirdiff (int dir1, int dir2) 2205dirdiff (int dir1, int dir2)
2405{ 2206{
2406 int 2207 int d;
2407 d;
2408 2208
2409 d = abs (dir1 - dir2); 2209 d = abs (dir1 - dir2);
2410 if (d > 4) 2210 if (d > 4)
2411 d = 8 - d; 2211 d = 8 - d;
2212
2412 return d; 2213 return d;
2413} 2214}
2414 2215
2415/* peterm: 2216/* peterm:
2416 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster. 2217 * do LOS stuff for ball lightning. Go after the closest VISIBLE monster.
2419 * This basically means that if direction is 15, then it could either go 2220 * This basically means that if direction is 15, then it could either go
2420 * direction 4, 14, or 16 to get back to where we are. 2221 * direction 4, 14, or 16 to get back to where we are.
2421 * Moved from spell_util.c to object.c with the other related direction 2222 * Moved from spell_util.c to object.c with the other related direction
2422 * functions. 2223 * functions.
2423 */ 2224 */
2424
2425int
2426 reduction_dir[SIZEOFFREE][3] = { 2225int reduction_dir[SIZEOFFREE][3] = {
2427 {0, 0, 0}, /* 0 */ 2226 {0, 0, 0}, /* 0 */
2428 {0, 0, 0}, /* 1 */ 2227 {0, 0, 0}, /* 1 */
2429 {0, 0, 0}, /* 2 */ 2228 {0, 0, 0}, /* 2 */
2430 {0, 0, 0}, /* 3 */ 2229 {0, 0, 0}, /* 3 */
2431 {0, 0, 0}, /* 4 */ 2230 {0, 0, 0}, /* 4 */
2479 * find a path to that monster that we found. If not, 2278 * find a path to that monster that we found. If not,
2480 * we don't bother going toward it. Returns 1 if we 2279 * we don't bother going toward it. Returns 1 if we
2481 * can see a direct way to get it 2280 * can see a direct way to get it
2482 * Modified to be map tile aware -.MSW 2281 * Modified to be map tile aware -.MSW
2483 */ 2282 */
2484
2485
2486int 2283int
2487can_see_monsterP (maptile *m, int x, int y, int dir) 2284can_see_monsterP (maptile *m, int x, int y, int dir)
2488{ 2285{
2489 sint16 dx, dy; 2286 sint16 dx, dy;
2490 int
2491 mflags; 2287 int mflags;
2492 2288
2493 if (dir < 0) 2289 if (dir < 0)
2494 return 0; /* exit condition: invalid direction */ 2290 return 0; /* exit condition: invalid direction */
2495 2291
2496 dx = x + freearr_x[dir]; 2292 dx = x + freearr_x[dir];
2509 return 0; 2305 return 0;
2510 2306
2511 /* yes, can see. */ 2307 /* yes, can see. */
2512 if (dir < 9) 2308 if (dir < 9)
2513 return 1; 2309 return 1;
2310
2514 return can_see_monsterP (m, x, y, reduction_dir[dir][0]) | 2311 return can_see_monsterP (m, x, y, reduction_dir[dir][0])
2515 can_see_monsterP (m, x, y, reduction_dir[dir][1]) | can_see_monsterP (m, x, y, reduction_dir[dir][2]); 2312 | can_see_monsterP (m, x, y, reduction_dir[dir][1])
2313 | can_see_monsterP (m, x, y, reduction_dir[dir][2]);
2516} 2314}
2517
2518
2519 2315
2520/* 2316/*
2521 * can_pick(picker, item): finds out if an object is possible to be 2317 * can_pick(picker, item): finds out if an object is possible to be
2522 * picked up by the picker. Returnes 1 if it can be 2318 * picked up by the picker. Returnes 1 if it can be
2523 * picked up, otherwise 0. 2319 * picked up, otherwise 0.
2534 return /*QUERY_FLAG(who,FLAG_WIZ)|| */ 2330 return /*QUERY_FLAG(who,FLAG_WIZ)|| */
2535 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) && 2331 (item->weight > 0 && !QUERY_FLAG (item, FLAG_NO_PICK) &&
2536 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3)); 2332 !QUERY_FLAG (item, FLAG_ALIVE) && !item->invisible && (who->type == PLAYER || item->weight < who->weight / 3));
2537} 2333}
2538 2334
2539
2540/* 2335/*
2541 * create clone from object to another 2336 * create clone from object to another
2542 */ 2337 */
2543object * 2338object *
2544object_create_clone (object *asrc) 2339object_create_clone (object *asrc)
2545{ 2340{
2546 object *
2547 dst = NULL, *tmp, *src, *part, *prev, *item; 2341 object *dst = 0, *tmp, *src, *part, *prev, *item;
2548 2342
2549 if (!asrc) 2343 if (!asrc)
2550 return NULL; 2344 return 0;
2345
2551 src = asrc; 2346 src = asrc;
2552 if (src->head) 2347 if (src->head)
2553 src = src->head; 2348 src = src->head;
2554 2349
2555 prev = NULL; 2350 prev = 0;
2556 for (part = src; part; part = part->more) 2351 for (part = src; part; part = part->more)
2557 { 2352 {
2558 tmp = get_object (); 2353 tmp = part->clone ();
2559 copy_object (part, tmp);
2560 tmp->x -= src->x; 2354 tmp->x -= src->x;
2561 tmp->y -= src->y; 2355 tmp->y -= src->y;
2356
2562 if (!part->head) 2357 if (!part->head)
2563 { 2358 {
2564 dst = tmp; 2359 dst = tmp;
2565 tmp->head = NULL; 2360 tmp->head = 0;
2566 } 2361 }
2567 else 2362 else
2568 {
2569 tmp->head = dst; 2363 tmp->head = dst;
2570 } 2364
2571 tmp->more = NULL; 2365 tmp->more = 0;
2366
2572 if (prev) 2367 if (prev)
2573 prev->more = tmp; 2368 prev->more = tmp;
2369
2574 prev = tmp; 2370 prev = tmp;
2575 } 2371 }
2576 2372
2577 for (item = src->inv; item; item = item->below) 2373 for (item = src->inv; item; item = item->below)
2578 insert_ob_in_ob (object_create_clone (item), dst); 2374 insert_ob_in_ob (object_create_clone (item), dst);
2584/* Basically, we save the content of the string to a temp file, then call */ 2380/* Basically, we save the content of the string to a temp file, then call */
2585/* load_object on it. I admit it is a highly inefficient way to make things, */ 2381/* load_object on it. I admit it is a highly inefficient way to make things, */
2586/* but it was simple to make and allows reusing the load_object function. */ 2382/* but it was simple to make and allows reusing the load_object function. */
2587/* Remember not to use load_object_str in a time-critical situation. */ 2383/* Remember not to use load_object_str in a time-critical situation. */
2588/* Also remember that multiparts objects are not supported for now. */ 2384/* Also remember that multiparts objects are not supported for now. */
2589
2590object * 2385object *
2591load_object_str (const char *obstr) 2386load_object_str (const char *obstr)
2592{ 2387{
2593 object *op; 2388 object *op;
2594 char filename[MAX_BUF]; 2389 char filename[MAX_BUF];
2604 } 2399 }
2605 2400
2606 fprintf (tempfile, obstr); 2401 fprintf (tempfile, obstr);
2607 fclose (tempfile); 2402 fclose (tempfile);
2608 2403
2609 op = get_object (); 2404 op = object::create ();
2610 2405
2611 object_thawer thawer (filename); 2406 object_thawer thawer (filename);
2612 2407
2613 if (thawer) 2408 if (thawer)
2614 load_object (thawer, op, 0); 2409 load_object (thawer, op, 0);
2624 * returns NULL if no match. 2419 * returns NULL if no match.
2625 */ 2420 */
2626object * 2421object *
2627find_obj_by_type_subtype (const object *who, int type, int subtype) 2422find_obj_by_type_subtype (const object *who, int type, int subtype)
2628{ 2423{
2629 object *tmp;
2630
2631 for (tmp = who->inv; tmp; tmp = tmp->below) 2424 for (object *tmp = who->inv; tmp; tmp = tmp->below)
2632 if (tmp->type == type && tmp->subtype == subtype) 2425 if (tmp->type == type && tmp->subtype == subtype)
2633 return tmp; 2426 return tmp;
2634 2427
2635 return NULL; 2428 return 0;
2636} 2429}
2637 2430
2638/* If ob has a field named key, return the link from the list, 2431/* If ob has a field named key, return the link from the list,
2639 * otherwise return NULL. 2432 * otherwise return NULL.
2640 * 2433 *
2642 * do the desired thing. 2435 * do the desired thing.
2643 */ 2436 */
2644key_value * 2437key_value *
2645get_ob_key_link (const object *ob, const char *key) 2438get_ob_key_link (const object *ob, const char *key)
2646{ 2439{
2647 key_value *link;
2648
2649 for (link = ob->key_values; link != NULL; link = link->next) 2440 for (key_value *link = ob->key_values; link; link = link->next)
2650 if (link->key == key) 2441 if (link->key == key)
2651 return link; 2442 return link;
2652 2443
2653 return NULL; 2444 return 0;
2654} 2445}
2655 2446
2656/* 2447/*
2657 * Returns the value of op has an extra_field for key, or NULL. 2448 * Returns the value of op has an extra_field for key, or NULL.
2658 * 2449 *
2698 * Returns TRUE on success. 2489 * Returns TRUE on success.
2699 */ 2490 */
2700int 2491int
2701set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key) 2492set_ob_key_value_s (object *op, const shstr & canonical_key, const char *value, int add_key)
2702{ 2493{
2703 key_value *
2704 field = NULL, *last = NULL; 2494 key_value *field = NULL, *last = NULL;
2705 2495
2706 for (field = op->key_values; field != NULL; field = field->next) 2496 for (field = op->key_values; field != NULL; field = field->next)
2707 { 2497 {
2708 if (field->key != canonical_key) 2498 if (field->key != canonical_key)
2709 { 2499 {
2737 /* IF we get here, key doesn't exist */ 2527 /* IF we get here, key doesn't exist */
2738 2528
2739 /* No field, we'll have to add it. */ 2529 /* No field, we'll have to add it. */
2740 2530
2741 if (!add_key) 2531 if (!add_key)
2742 {
2743 return FALSE; 2532 return FALSE;
2744 } 2533
2745 /* There isn't any good reason to store a null 2534 /* There isn't any good reason to store a null
2746 * value in the key/value list. If the archetype has 2535 * value in the key/value list. If the archetype has
2747 * this key, then we should also have it, so shouldn't 2536 * this key, then we should also have it, so shouldn't
2748 * be here. If user wants to store empty strings, 2537 * be here. If user wants to store empty strings,
2749 * should pass in "" 2538 * should pass in ""

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